Conquest Assault Karkand /Sharqi (SSG-Vovo)

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Expand view Topic review: Conquest Assault Karkand /Sharqi (SSG-Vovo)

Re: SSG (Karkand/Sharqi) - Assault

by TygerBS » Fri Jan 13, 2012 11:28 am

Yea look thats the classic way of dealing with it. But we can over compensate and then be left with to many engineers.
Also i think we need to be a little specific about how we do it and co -ordinate it.

My idea is, we form a new for man squad with the people who are dead, 3 engi's and one medic. The spawn and flank around and co-ordinate and a strike on the tank.
This way we dont have the alive dudes worrying about the tank and having to risk there tickets, plus we dont over compensate.


Then back flag taken. Sily if we everyone rushes back to take flag. Once again we need to leave at least a few people covering the front flags.
Best bet. 5 people split into 2 squads go back to get back flag. both squads coming from different angles to the fkag. Covering each other.
Leaves 3 people of front.

Re: SSG (Karkand/Sharqi) - Assault

by Phatso » Fri Jan 13, 2012 10:46 am

TygerBS wrote:If our tank is stolen, what do we do?


I am of the believe that brute force wins in 90% of situations on the Battlefield.
Visa Vie:
If they steal our tank, EVERYONE spawns AT after a death and thumps the tank.

Regarding the losing of a back flag, the same may be a game-changer... Leave as few guys as possible upfront maybe that can give the rest enough time to get back our back flag... I don't know what your thoughts on this? (we may as well keep the discussion in this thread as on Sharqi and Karkand, armor and back flags is king)

Re: SSG (Karkand/Sharqi) - Assault

by TygerBS » Fri Jan 13, 2012 10:28 am

You make some good points Hubris.
yes absolutely the small things in clannies make the biggest difference. its the details that count. Thats why if i can see it i will toob the enemy tank, cause every bit helps.

My view is this that both karkand and sharqui getting a back flag is paramount, otherwise u are stuck fighting a front line war where ticket bleed will kill us.
The opening moves on these maps are very important, because its the best time to take them by surprise.
Yes TV is a hard flag to take. But not impossible as we showed.
I am thinking that instead of going for TV, we go all the way around and get parking lot.
Maybe even drop one guy off at TV on the way, so as soon as they react to parking being taken, he can move into tv, and the other guys if dead can spawn on him.
If we then have the other 2 man squad assaulting tv from the other side i think it will make enough confusion for us to take it out.

Our attack on karkand was good, but its not always gonna work, if they aware of it, they can mine before we can get there.
The only alternative really is for it to be a full on all out attack on hotel to start. Tank and apc. we should be able to take it before there tank gets up there.

We need a response on all maps. If our back flag is taken. What do we do.
If our tank is stolen, what do we do?
If our initial strat doesnt work, what do we do?

Re: SSG (Karkand/Sharqi) - Assault

by TygerBS » Fri Jan 13, 2012 10:09 am

Why not as soon as tank takes first hit, both engies jump out. One repairs other fires rocket., and then gets back in.

Re: SSG (Karkand/Sharqi) - Assault

by Paul » Fri Jan 13, 2012 6:55 am

Yip I think the Tank crew will get their with practise. My view is as soon as we take 1 hit, whether another tank or rocket, the first engineer jumps out and repairs, he can then at his descretion shoot off a rocket. It could be as soon as the tank is full repaired he fires off then goes back to repairing.

Then as you say as soon at the damage is in the 60% then second engineer jumps out and repairs. From there we need to speak to co-ordinate our rocket shots which will come with prac

Re: SSG (Karkand/Sharqi) - Assault

by Hubris » Thu Jan 12, 2012 6:04 pm

Why noone love my swimsuit edition screenies ?? :ras: My feeling is that clan wars are won by winning small battles. Killing the medic/engineer first, killing a loner running to our back flag, killing a spanner on the tank, an extra rocket in the tank, a res that saves your momentum, catching an engineer shooting/reloading a rocket etc. We have to perfect the link between strategy and tactics in the simplest, quickest and most dominant way possible. Below some things that came to me on the toilet.

For example in terms of strategy, on Conquest Assault we HAVE TO FIRST secure the closest flag, if we don't do that we're just shooting ourselves in the foot. The tank capped Hotel on Karkand US and our couldn't really get past construction on Sharqi RU. The tank's role is to distract, absorb damage and defeat the enemy armour while troops go elsewhere (namely their back flag). It isn't intended to cap a flag, but to pressure it and relieve pressure when required. We planned to have planted mines, Phatso please make a point of moving your squad past mine spots and protecting Dry while he plants them (gets hectic out there I know, but you're our boy blue!).

I will come up with plan B strategies for our next game, although I think we will have to rely on a simple mechanism like sicking the vanguard on the middle flag as opposed to the furthest away or something to that effect. The simpler it is, the more likely it will work and the less tickets we will bleed trying to make it happen with 1 or no flags. TV and construction are probably the hardest flags to cap in the bfverse, so I reckon that might warrant a slightly different approach off the start. It's much easier to cap our back flag on normal conquest so we're prolly ok with backups.

As for tactics, we needed to get more rockets off from our spanner team, which I think will all come together with a proper skills practice. We also need to put the second spanner on the tank quicker to free the other spanner to shoot a rocket without compromising the repair effort. Awareness and coordination are key to ensure we have at least one spanner on the tank at all times when it's over 60% and two when it's under; especially when in a tank battle. Our spanners need to feel they can help on the offensive effort instead of being forced to hide from troops and repair desperately or we will always struggle to keep our tank up any meaningful amount of time.

Lee, I didn't get a close view of your squad, but I think you should move in loose formation with the tank to cap the back flag and prey on the proximity suckas hiding from the tank before they can spawn or get in behind us. Use Cronos to flush them out while you assure the kill, res and flank. As soon as we have 2/3, you guys leave the tank formation and cut off obvious approach routes to our back flag and protect Cronos while he suppresses them from a position with a good view (worked nicely).

Re: SSG (Karkand/Sharqi) - Assault

by pmurgs » Thu Jan 12, 2012 12:58 pm

Meh, things happen Paul, but don't knock yourself up about it, let us do that for you rather by reminding you many times in the future.

And whomever the super speedy ninja was on their side that put that row of mines up, catching our tank right at the start on Sharqi... i think he totally stalled our momentum right at the start since it takes so long for the tank to respawn.

Re: SSG (Karkand/Sharqi) - Assault

by Paul » Thu Jan 12, 2012 7:06 am

Yip, except for a few unfortunate incidents, for example me firing my rocket into the tank instead of reparing it, thereby killing Murgs and Hubris and allowing the opposing team to then capture Carpark, we would have beaten them

As Hubris and Phatso have mentioned before we need a plan B for all the maps. I still think TV is the most important on Sharqi but if don't get it on the first try we need to relook at it. I also think it might be worthwhile sending both Infantry squads to TV first up. Kind of a brute force attack.

Re: SSG (Karkand/Sharqi) - Assault

by Hubris » Wed Jan 11, 2012 9:32 pm

BATTLE REPORT: BAGGERS V SSG B - KARKAND, SHARQI ON ASSAULT MODE.


We came out a little disorganised, not having practiced and losing Paul to a disco early. They stole our tank and we struggled to pull ourselves back into the game; unfortunately we just ran out of time and tickets (lost by ~70 tickets). The second round of Karkand, we came out firing and our vanguard boys did well to neutralize and steal the enemy armour early, after that it was just mopping them up (won by ~100 tickets).

On Sharqi US, we held our armour back and it worked for us, managing to hold 2/3 flags and eventually outcap them with great defence and attack from our troops
(won by ~100 tickets). Unfortunately, from the RU side we lost a lot of tickets to AT mines and trying to take TV - we need to revise our game plan or tactics on this side of the map, we just couldn't get the upper hand (lost by ~70 tickets).

For some reason, neither Vovo or I could get ticket counts on the game screens. We both agreed that it doesn't show them, so please those with loud voices on SGS/DGL take that up and lets get it fixed by Dice/EA/whoever. I'll have a look to see if anyone has made a Battlelog Forum post about it too. If it's already there, let's ask for the clans to make some noise and support the thread.

It's hard to say who won, but I like to think we pipped them. Either that or they just pipped us. Another great game with SSG, but we've got our sights on SiB. I have challenged them for this Sunday at 8PM on Bazaar and Seine, if they accept we will decline the SSG game. Either way, let's gear up for another good game on Sunday. Well played boys, everyone performed their roles well, we were a little rusty and had a few chop moments, but it's great to see the solid improvement we had each round.

Karkand - RU

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Karkand - US

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Sharqi US

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Sharqi RU

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It was a really hot night, so in between the two maps the guys took some time off from killing to enjoy some laps and fun in the pool at the Hotel. Many lols, check the chat XD


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Re: SSG (Karkand/Sharqi) - Assault

by Paul » Wed Jan 11, 2012 6:50 am

Hey guys please can we be on the server a few minutes early (atleast 15) to go through the strats, not everyone could make it last night and I don't want us running around like headless chickens

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